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Heroes Community > Library of Enlightenment > Thread: HOMM3 Mapmaking gurus - share your wisdom!
Thread: HOMM3 Mapmaking gurus - share your wisdom! This thread is 3 pages long: 1 2 3 · «PREV
janko99
janko99


Hired Hero
posted February 13, 2013 12:58 PM

Hi VikingLegion.

For starters for your mapmaking addiction. I'm always thrilled to play a well done map.

I leave the answers to your questions to the more experienced heroes and mapmakers than myself. But I have a question for you: Have you played "To kill for power" (by Fiery Phoenix - I think)?
I don't think anyone has mentioned this map in this post and if they did than I'm sorry for reposting.

Anyway "To kill for power" gave me a bunch of new ideas on how to control a storyline or player's progression, although I haven't got the will or the skill to make my map as complicated. Check it out (at least in editor) if you've got the time or if you have not already played it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 14, 2013 06:46 AM

i'm not much for storyline when i make my maps, my "events" are usually few in number. i focus more on the visual aspects of maps. i am impressed by a lot of other players' maps on here, there is a very good sense of story to some of them, but what gets me is the strategy that goes into them.

what i do for my maps, strategy-wise(because i haven't learned erm yet, but will soon), is make the enemies of the player(i tend to make 1-human-player maps, i only have a few that are as many human players as possible) distant, by means of quests and difficulty to get to the human player. i let all of the a.i. build massive armies, while i explore and build my own.

also, since i like to see how the visual changes i made to the game play out, i like my space. then i can invade the enemy, and get enveloped in their part of the story.

one of my best story-tellers is based on Halloween, and the history of it, along with the good and evil things that come of it. most of my maps are religions versus other religions, morality choices, and trials for the player, to try to surprise the player with what they might do morally in any given situation.

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